|
|
|
|
|
|
|
|
|
|
|
local bs_io = require 'samp.events.bitstream_io' |
|
local utils = require 'samp.events.utils' |
|
local bsread, bswrite = bs_io.bs_read, bs_io.bs_write |
|
local handler = {} |
|
|
|
|
|
function handler.rpc_send_give_take_damage_reader(bs) |
|
local take = bsread.bool(bs) |
|
local data = { |
|
bsread.uint16(bs), |
|
bsread.float(bs), |
|
bsread.int32(bs), |
|
bsread.int32(bs), |
|
take, |
|
} |
|
return (take and 'onSendTakeDamage' or 'onSendGiveDamage'), data |
|
end |
|
|
|
function handler.rpc_send_give_take_damage_writer(bs, data) |
|
bswrite.bool(bs, data[5]) |
|
bswrite.uint16(bs, data[1]) |
|
bswrite.float(bs, data[2]) |
|
bswrite.int32(bs, data[3]) |
|
bswrite.int32(bs, data[4]) |
|
end |
|
|
|
|
|
function handler.rpc_init_game_reader(bs) |
|
local settings = {} |
|
settings.zoneNames = bsread.bool(bs) |
|
settings.useCJWalk = bsread.bool(bs) |
|
settings.allowWeapons = bsread.bool(bs) |
|
settings.limitGlobalChatRadius = bsread.bool(bs) |
|
settings.globalChatRadius = bsread.float(bs) |
|
settings.stuntBonus = bsread.bool(bs) |
|
settings.nametagDrawDist = bsread.float(bs) |
|
settings.disableEnterExits = bsread.bool(bs) |
|
settings.nametagLOS = bsread.bool(bs) |
|
settings.tirePopping = bsread.bool(bs) |
|
settings.classesAvailable = bsread.int32(bs) |
|
local playerId = bsread.uint16(bs) |
|
settings.showPlayerTags = bsread.bool(bs) |
|
settings.playerMarkersMode = bsread.int32(bs) |
|
settings.worldTime = bsread.uint8(bs) |
|
settings.worldWeather = bsread.uint8(bs) |
|
settings.gravity = bsread.float(bs) |
|
settings.lanMode = bsread.bool(bs) |
|
settings.deathMoneyDrop = bsread.int32(bs) |
|
settings.instagib = bsread.bool(bs) |
|
settings.normalOnfootSendrate = bsread.int32(bs) |
|
settings.normalIncarSendrate = bsread.int32(bs) |
|
settings.normalFiringSendrate = bsread.int32(bs) |
|
settings.sendMultiplier = bsread.int32(bs) |
|
settings.lagCompMode = bsread.int32(bs) |
|
local hostName = bsread.string8(bs) |
|
local vehicleModels = {} |
|
for i = 0, 212 - 1 do |
|
vehicleModels[i] = bsread.uint8(bs) |
|
end |
|
settings.vehicleFriendlyFire = bsread.bool32(bs) |
|
return {playerId, hostName, settings, vehicleModels, settings.vehicleFriendlyFire} |
|
end |
|
|
|
function handler.rpc_init_game_writer(bs, data) |
|
local settings = data[3] |
|
local vehicleModels = data[4] |
|
bswrite.bool(bs, settings.zoneNames) |
|
bswrite.bool(bs, settings.useCJWalk) |
|
bswrite.bool(bs, settings.allowWeapons) |
|
bswrite.bool(bs, settings.limitGlobalChatRadius) |
|
bswrite.float(bs, settings.globalChatRadius) |
|
bswrite.bool(bs, settings.stuntBonus) |
|
bswrite.float(bs, settings.nametagDrawDist) |
|
bswrite.bool(bs, settings.disableEnterExits) |
|
bswrite.bool(bs, settings.nametagLOS) |
|
bswrite.bool(bs, settings.tirePopping) |
|
bswrite.int32(bs, settings.classesAvailable) |
|
bswrite.uint16(bs, data[1]) |
|
bswrite.bool(bs, settings.showPlayerTags) |
|
bswrite.int32(bs, settings.playerMarkersMode) |
|
bswrite.uint8(bs, settings.worldTime) |
|
bswrite.uint8(bs, settings.worldWeather) |
|
bswrite.float(bs, settings.gravity) |
|
bswrite.bool(bs, settings.lanMode) |
|
bswrite.int32(bs, settings.deathMoneyDrop) |
|
bswrite.bool(bs, settings.instagib) |
|
bswrite.int32(bs, settings.normalOnfootSendrate) |
|
bswrite.int32(bs, settings.normalIncarSendrate) |
|
bswrite.int32(bs, settings.normalFiringSendrate) |
|
bswrite.int32(bs, settings.sendMultiplier) |
|
bswrite.int32(bs, settings.lagCompMode) |
|
bswrite.string8(bs, data[2]) |
|
for i = 1, 212 do |
|
bswrite.uint8(bs, vehicleModels[i]) |
|
end |
|
bswrite.bool32(bs, settings.vehicleFriendlyFire) |
|
end |
|
|
|
|
|
function handler.rpc_init_menu_reader(bs) |
|
local colWidth2 |
|
local rows = {} |
|
local columns = {} |
|
local readColumn = function(width) |
|
local title = bsread.fixedString32(bs) |
|
local rowCount = bsread.uint8(bs) |
|
local column = {title = title, width = width, text = {}} |
|
for i = 1, rowCount do |
|
column.text[i] = bsread.fixedString32(bs) |
|
end |
|
return column |
|
end |
|
local menuId = bsread.uint8(bs) |
|
local twoColumns = bsread.bool32(bs) |
|
local menuTitle = bsread.fixedString32(bs) |
|
local x = bsread.float(bs) |
|
local y = bsread.float(bs) |
|
local colWidth1 = bsread.float(bs) |
|
if twoColumns then |
|
colWidth2 = bsread.float(bs) |
|
end |
|
local menu = bsread.bool32(bs) |
|
for i = 1, 12 do |
|
rows[i] = bsread.int32(bs) |
|
end |
|
columns[1] = readColumn(colWidth1) |
|
if twoColumns then |
|
columns[2] = readColumn(colWidth2) |
|
end |
|
return {menuId, menuTitle, x, y, twoColumns, columns, rows, menu} |
|
end |
|
|
|
function handler.rpc_init_menu_writer(bs, data) |
|
local columns = data[6] |
|
bswrite.uint8(bs, data[1]) |
|
bswrite.bool32(bs, data[5]) |
|
bswrite.fixedString32(bs, data[2]) |
|
bswrite.float(bs, data[3]) |
|
bswrite.float(bs, data[4]) |
|
|
|
bswrite.float(bs, columns[1].width) |
|
if data[5] then |
|
bswrite.float(bs, columns[2].width) |
|
end |
|
bswrite.bool32(bs, data[8]) |
|
|
|
for i = 1, 12 do |
|
bswrite.int32(bs, data[7][i]) |
|
end |
|
|
|
for i = 1, (data[5] and 2 or 1) do |
|
bswrite.fixedString32(bs, columns[i].title) |
|
bswrite.uint8(bs, #columns[i].text) |
|
for r, t in ipairs(columns[i].text) do |
|
bswrite.fixedString32(bs, t) |
|
end |
|
end |
|
end |
|
|
|
|
|
function handler.packet_markers_sync_reader(bs) |
|
local markers = {} |
|
local players = bsread.int32(bs) |
|
for i = 1, players do |
|
local playerId = bsread.uint16(bs) |
|
local active = bsread.bool(bs) |
|
if active then |
|
local vector3d = require 'vector3d' |
|
local x, y, z = bsread.int16(bs), bsread.int16(bs), bsread.int16(bs) |
|
table.insert(markers, {playerId = playerId, active = true, coords = vector3d(x, y, z)}) |
|
else |
|
table.insert(markers, {playerId = playerId, active = false}) |
|
end |
|
end |
|
return {markers} |
|
end |
|
|
|
function handler.packet_markers_sync_writer(bs, data) |
|
bswrite.int32(bs, #data) |
|
for i = 1, #data do |
|
local it = data[i] |
|
bswrite.uint16(bs, it.playerId) |
|
bswrite.bool(bs, it.active) |
|
if it.active then |
|
bswrite.uint16(bs, it.coords.x) |
|
bswrite.uint16(bs, it.coords.y) |
|
bswrite.uint16(bs, it.coords.z) |
|
end |
|
end |
|
end |
|
|
|
|
|
function handler.packet_player_sync_reader(bs) |
|
local has_value = bsread.bool |
|
local data = {} |
|
local playerId = bsread.uint16(bs) |
|
if has_value(bs) then data.leftRightKeys = bsread.uint16(bs) end |
|
if has_value(bs) then data.upDownKeys = bsread.uint16(bs) end |
|
data.keysData = bsread.uint16(bs) |
|
data.position = bsread.vector3d(bs) |
|
data.quaternion = bsread.normQuat(bs) |
|
data.health, data.armor = utils.decompress_health_and_armor(bsread.uint8(bs)) |
|
data.weapon = bsread.uint8(bs) |
|
data.specialAction = bsread.uint8(bs) |
|
data.moveSpeed = bsread.compressedVector(bs) |
|
if has_value(bs) then |
|
data.surfingVehicleId = bsread.uint16(bs) |
|
data.surfingOffsets = bsread.vector3d(bs) |
|
end |
|
if has_value(bs) then |
|
data.animationId = bsread.uint16(bs) |
|
data.animationFlags = bsread.uint16(bs) |
|
end |
|
return {playerId, data} |
|
end |
|
|
|
function handler.packet_player_sync_writer(bs, data) |
|
local playerId = data[1] |
|
local data = data[2] |
|
bswrite.uint16(bs, playerId) |
|
bswrite.bool(bs, data.leftRightKeys ~= nil) |
|
if data.leftRightKeys then bswrite.uint16(bs, data.leftRightKeys) end |
|
bswrite.bool(bs, data.upDownKeys ~= nil) |
|
if data.upDownKeys then bswrite.uint16(bs, data.upDownKeys) end |
|
bswrite.uint16(bs, data.keysData) |
|
bswrite.vector3d(bs, data.position) |
|
bswrite.normQuat(bs, data.quaternion) |
|
bswrite.uint8(bs, utils.compress_health_and_armor(data.health, data.armor)) |
|
bswrite.uint8(bs, data.weapon) |
|
bswrite.uint8(bs, data.specialAction) |
|
bswrite.compressedVector(bs, data.moveSpeed) |
|
bswrite.bool(bs, data.surfingVehicleId ~= nil) |
|
if data.surfingVehicleId then |
|
bswrite.uint16(bs, data.surfingVehicleId) |
|
bswrite.vector3d(bs, data.surfingOffsets) |
|
end |
|
bswrite.bool(bs, data.animationId ~= nil) |
|
if data.animationId then |
|
bswrite.uint16(bs, data.animationId) |
|
bswrite.uint16(bs, data.animationFlags) |
|
end |
|
end |
|
|
|
|
|
function handler.packet_vehicle_sync_reader(bs) |
|
local data = {} |
|
local playerId = bsread.uint16(bs) |
|
local vehicleId = bsread.uint16(bs) |
|
data.leftRightKeys = bsread.uint16(bs) |
|
data.upDownKeys = bsread.uint16(bs) |
|
data.keysData = bsread.uint16(bs) |
|
data.quaternion = bsread.normQuat(bs) |
|
data.position = bsread.vector3d(bs) |
|
data.moveSpeed = bsread.compressedVector(bs) |
|
data.vehicleHealth = bsread.uint16(bs) |
|
data.playerHealth, data.armor = utils.decompress_health_and_armor(bsread.uint8(bs)) |
|
data.currentWeapon = bsread.uint8(bs) |
|
data.siren = bsread.bool(bs) |
|
data.landingGear = bsread.bool(bs) |
|
if bsread.bool(bs) then |
|
data.trainSpeed = bsread.int32(bs) |
|
end |
|
if bsread.bool(bs) then |
|
data.trailerId = bsread.uint16(bs) |
|
end |
|
return {playerId, vehicleId, data} |
|
end |
|
|
|
function handler.packet_vehicle_sync_writer(bs, data) |
|
local playerId = data[1] |
|
local vehicleId = data[2] |
|
local data = data[3] |
|
bswrite.uint16(bs, playerId) |
|
bswrite.uint16(bs, vehicleId) |
|
bswrite.uint16(bs, data.leftRightKeys) |
|
bswrite.uint16(bs, data.upDownKeys) |
|
bswrite.uint16(bs, data.keysData) |
|
bswrite.normQuat(bs, data.quaternion) |
|
bswrite.vector3d(bs, data.position) |
|
bswrite.compressedVector(bs, data.moveSpeed) |
|
bswrite.uint16(bs, data.vehicleHealth) |
|
bswrite.uint8(bs, utils.compress_health_and_armor(data.playerHealth, data.armor)) |
|
bswrite.uint8(bs, data.currentWeapon) |
|
bswrite.bool(bs, data.siren) |
|
bswrite.bool(bs, data.landingGear) |
|
bswrite.bool(bs, data.trainSpeed ~= nil) |
|
if data.trainSpeed ~= nil then |
|
bswrite.int32(bs, data.trainSpeed) |
|
end |
|
bswrite.bool(bs, data.trailerId ~= nil) |
|
if data.trailerId ~= nil then |
|
bswrite.uint16(bs, data.trailerId) |
|
end |
|
end |
|
|
|
|
|
function handler.rpc_vehicle_stream_in_reader(bs) |
|
local data = {modSlots = {}} |
|
local vehicleId = bsread.uint16(bs) |
|
data.type = bsread.int32(bs) |
|
data.position = bsread.vector3d(bs) |
|
data.rotation = bsread.float(bs) |
|
data.bodyColor1 = bsread.uint8(bs) |
|
data.bodyColor2 = bsread.uint8(bs) |
|
data.health = bsread.float(bs) |
|
data.interiorId = bsread.uint8(bs) |
|
data.doorDamageStatus = bsread.int32(bs) |
|
data.panelDamageStatus = bsread.int32(bs) |
|
data.lightDamageStatus = bsread.uint8(bs) |
|
data.tireDamageStatus = bsread.uint8(bs) |
|
data.addSiren = bsread.uint8(bs) |
|
for i = 1, 14 do |
|
data.modSlots[i] = bsread.uint8(bs) |
|
end |
|
data.paintJob = bsread.uint8(bs) |
|
data.interiorColor1 = bsread.int32(bs) |
|
data.interiorColor2 = bsread.int32(bs) |
|
return {vehicleId, data} |
|
end |
|
|
|
function handler.rpc_vehicle_stream_in_writer(bs, data) |
|
local vehicleId = data[1] |
|
local data = data[2] |
|
bswrite.uint16(bs, vehicleId) |
|
bswrite.int32(bs, data.type) |
|
bswrite.vector3d(bs, data.position) |
|
bswrite.float(bs, data.rotation) |
|
bswrite.uint8(bs, data.bodyColor1) |
|
bswrite.uint8(bs, data.bodyColor2) |
|
bswrite.float(bs, data.health) |
|
bswrite.uint8(bs, data.interiorId) |
|
bswrite.int32(bs, data.doorDamageStatus) |
|
bswrite.int32(bs, data.panelDamageStatus) |
|
bswrite.uint8(bs, data.lightDamageStatus) |
|
bswrite.uint8(bs, data.tireDamageStatus) |
|
bswrite.uint8(bs, data.addSiren) |
|
for i = 1, 14 do |
|
bswrite.uint8(bs, data.modSlots[i]) |
|
end |
|
bswrite.uint8(bs, data.paintJob) |
|
bswrite.int32(bs, data.interiorColor1) |
|
bswrite.int32(bs, data.interiorColor2) |
|
end |
|
|
|
local MATERIAL_TYPE = { |
|
NONE = 0, |
|
TEXTURE = 1, |
|
TEXT = 2, |
|
} |
|
|
|
local function read_object_material(bs) |
|
local data = {} |
|
data.materialId = bsread.uint8(bs) |
|
data.modelId = bsread.uint16(bs) |
|
data.libraryName = bsread.string8(bs) |
|
data.textureName = bsread.string8(bs) |
|
data.color = bsread.int32(bs) |
|
data.type = MATERIAL_TYPE.TEXTURE |
|
return data |
|
end |
|
|
|
local function write_object_material(bs, data) |
|
bswrite.uint8(bs, data.type) |
|
bswrite.uint8(bs, data.materialId) |
|
bswrite.uint16(bs, data.modelId) |
|
bswrite.string8(bs, data.libraryName) |
|
bswrite.string8(bs, data.textureName) |
|
bswrite.int32(bs, data.color) |
|
end |
|
|
|
local function read_object_material_text(bs) |
|
local data = {} |
|
data.materialId = bsread.uint8(bs) |
|
data.materialSize = bsread.uint8(bs) |
|
data.fontName = bsread.string8(bs) |
|
data.fontSize = bsread.uint8(bs) |
|
data.bold = bsread.uint8(bs) |
|
data.fontColor = bsread.int32(bs) |
|
data.backGroundColor = bsread.int32(bs) |
|
data.align = bsread.uint8(bs) |
|
data.text = bsread.encodedString2048(bs) |
|
data.type = MATERIAL_TYPE.TEXT |
|
return data |
|
end |
|
|
|
local function write_object_material_text(bs, data) |
|
bswrite.uint8(bs, data.type) |
|
bswrite.uint8(bs, data.materialId) |
|
bswrite.uint8(bs, data.materialSize) |
|
bswrite.string8(bs, data.fontName) |
|
bswrite.uint8(bs, data.fontSize) |
|
bswrite.uint8(bs, data.bold) |
|
bswrite.int32(bs, data.fontColor) |
|
bswrite.int32(bs, data.backGroundColor) |
|
bswrite.uint8(bs, data.align) |
|
bswrite.encodedString2048(bs, data.text) |
|
end |
|
|
|
|
|
function handler.rpc_set_object_material_reader(bs) |
|
local objectId = bsread.uint16(bs) |
|
local materialType = bsread.uint8(bs) |
|
local material |
|
if materialType == MATERIAL_TYPE.TEXTURE then |
|
material = read_object_material(bs) |
|
elseif materialType == MATERIAL_TYPE.TEXT then |
|
material = read_object_material_text(bs) |
|
end |
|
local ev = materialType == MATERIAL_TYPE.TEXTURE and 'onSetObjectMaterial' or 'onSetObjectMaterialText' |
|
return ev, {objectId, material} |
|
end |
|
|
|
function handler.rpc_set_object_material_writer(bs, data) |
|
local objectId = data[1] |
|
local mat = data[2] |
|
bswrite.uint16(bs, objectId) |
|
if mat.type == MATERIAL_TYPE.TEXTURE then |
|
write_object_material(bs, mat) |
|
elseif mat.type == MATERIAL_TYPE.TEXT then |
|
write_object_material_text(bs, mat) |
|
end |
|
end |
|
|
|
|
|
function handler.rpc_create_object_reader(bs) |
|
local data = {materials = {}, materialText = {}} |
|
local objectId = bsread.uint16(bs) |
|
data.modelId = bsread.int32(bs) |
|
data.position = bsread.vector3d(bs) |
|
data.rotation = bsread.vector3d(bs) |
|
data.drawDistance = bsread.float(bs) |
|
data.noCameraCol = bsread.bool8(bs) |
|
data.attachToVehicleId = bsread.uint16(bs) |
|
data.attachToObjectId = bsread.uint16(bs) |
|
if data.attachToVehicleId ~= 0xFFFF or data.attachToObjectId ~= 0xFFFF then |
|
data.attachOffsets = bsread.vector3d(bs) |
|
data.attachRotation = bsread.vector3d(bs) |
|
data.syncRotation = bsread.bool8(bs) |
|
end |
|
data.texturesCount = bsread.uint8(bs) |
|
while raknetBitStreamGetNumberOfUnreadBits(bs) >= 8 do |
|
local materialType = bsread.uint8(bs) |
|
if materialType == MATERIAL_TYPE.TEXTURE then |
|
table.insert(data.materials, read_object_material(bs)) |
|
elseif materialType == MATERIAL_TYPE.TEXT then |
|
table.insert(data.materialText, read_object_material_text(bs)) |
|
end |
|
end |
|
data.materials_text = data.materialText |
|
return {objectId, data} |
|
end |
|
|
|
function handler.rpc_create_object_writer(bs, data) |
|
local objectId = data[1] |
|
local data = data[2] |
|
bswrite.uint16(bs, objectId) |
|
bswrite.int32(bs, data.modelId) |
|
bswrite.vector3d(bs, data.position) |
|
bswrite.vector3d(bs, data.rotation) |
|
bswrite.float(bs, data.drawDistance) |
|
bswrite.bool8(bs, data.noCameraCol) |
|
bswrite.uint16(bs, data.attachToVehicleId) |
|
bswrite.uint16(bs, data.attachToObjectId) |
|
if data.attachToVehicleId ~= 0xFFFF or data.attachToObjectId ~= 0xFFFF then |
|
bswrite.vector3d(bs, data.attachOffsets) |
|
bswrite.vector3d(bs, data.attachRotation) |
|
bswrite.bool8(bs, data.syncRotation) |
|
end |
|
bswrite.uint8(bs, data.texturesCount) |
|
for _, it in ipairs(data.materials) do |
|
write_object_material(bs, it) |
|
end |
|
for _, it in ipairs(data.materialText) do |
|
write_object_material_text(bs, it) |
|
end |
|
end |
|
|
|
function handler.rpc_update_scores_and_pings_reader(bs) |
|
local data = {} |
|
for i = 1, raknetBitStreamGetNumberOfBytesUsed(bs) / 10 do |
|
local playerId = bsread.uint16(bs) |
|
local playerScore = bsread.int32(bs) |
|
local playerPing = bsread.int32(bs) |
|
data[playerId] = {score = playerScore, ping = playerPing} |
|
end |
|
return {data} |
|
end |
|
|
|
function handler.rpc_update_scores_and_pings_writer(bs, data) |
|
for id, info in pairs(data[1]) do |
|
bswrite.uint16(bs, id) |
|
bswrite.int32(bs, info.score) |
|
bswrite.int32(bs, info.ping) |
|
end |
|
end |
|
|
|
function handler.packet_weapons_update_reader(bs) |
|
local playerTarget = bsread.uint16(bs) |
|
local actorTarget = bsread.uint16(bs) |
|
local weapons = {} |
|
local count = raknetBitStreamGetNumberOfUnreadBits(bs) / 32 |
|
for i = 1, count do |
|
local slot = bsread.uint8(bs) |
|
local weapon = bsread.uint8(bs) |
|
local ammo = bsread.uint16(bs) |
|
weapons[i] = {slot = slot, weapon = weapon, ammo = ammo} |
|
end |
|
return {playerTarget, actorTarget, weapons} |
|
end |
|
|
|
function handler.packet_weapons_update_writer(bs, data) |
|
bswrite.uint16(bs, data[1]) |
|
bswrite.uint16(bs, data[2]) |
|
for i, weap in ipairs(data[3]) do |
|
bswrite.uint8(bs, weap.slot) |
|
bswrite.uint8(bs, weap.weapon) |
|
bswrite.uint16(bs, weap.ammo) |
|
end |
|
end |
|
|
|
return handler |
|
|